The lava lamp effect should function like a lava lamp.
It will have a base colour specified in the config, and the effect will create several sphere shapes of varying sizes, which have colours randomly slightly different from the base colour, large fadeoffs, and which move around at varying speeds.
The frame will blend the colours together (see #1) and the effect loop will be handled by the effect to maintain continuity. The docs currently say that the driver should handle looping the effect, so this must be well documented.
When colouring lights based on the shapes in the frame, the Frame3D struct should have a blend attribute to specify whether or not to blend colours. When false, the frame will render as it currently does, overwriting any previous colours. When true, colours will be blended together instead of overwriting each other.
Care must be taken to ensure that colours are blended evenly and the final colour is independent of shape order. Perhaps this could be done by rendering each shape into a blank vec and only combining them at the end. Maybe there's a more memory efficient solution?